What is the game? - Computer Science and Engineering

Team Ξpsilon Games
Samurai Hoedown
Sword fighting game
“Who wants to be a Shogun?”
All work Copyright ©2006 by Team Ξpsilon Games
Written by Firdaus Janoos
Version # 0.03
Thursday, March 03, 2016
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Table of Contents
Table of Contents ............................................................................................... 2
Design History..................................................................................................... 6
Version 0.01 ................................................................................................. 6
Version 0.02 ................................................................................................. 6
Game Overview .................................................................................................. 7
Philosophy.................................................................................................... 7
Game genre ................................................................................................. 7
Why ? ........................................................................................................... 7
Mantra: Proof of Concept ........................................................................... 7
Common Questions..................................................................................... 7
What is the game?....................................................................................... 7
Why create this game?................................................................................ 7
Where does the game take place? ............................................................. 7
What do I control? ........................................................................................ 8
How many characters do I control? ............................................................ 8
What is the main focus? .............................................................................. 8
What’s different? .......................................................................................... 8
Feature Set ......................................................................................................... 9
General Features ......................................................................................... 9
Multiplayer Features .................................................................................... 9
Editor ............................................................................................................ 9
Game Design Focus.................................................................................... 9
The Game World .............................................................................................. 10
Overview .................................................................................................... 10
Arena #1 ..................................................................................................... 10
Arena #2 ..................................................................................................... 10
CONFIDENTIAL
PAGE
3/3/2016
2
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
The Physical World.................................................................................... 10
Overview .................................................................................................... 10
Key Locations............................................................................................. 10
Mobility ....................................................................................................... 10
Scale ........................................................................................................... 11
Objects ....................................................................................................... 11
Time............................................................................................................ 11
Rendering System ..................................................................................... 11
Overview .................................................................................................... 11
2D/3D Rendering ....................................................................................... 11
Camera....................................................................................................... 11
Overview .................................................................................................... 11
First person camera................................................................................... 11
Third person camera ................................................................................. 11
Game Engine .................................................................................................... 12
Overview .................................................................................................... 12
Game States .............................................................................................. 12
Game Engine Design ................................................................................ 16
Physics ....................................................................................................... 18
Lighting Models .......................................................................................... 19
Overview .................................................................................................... 19
Lighting Model Detail #1 ............................................................................ 19
Lighting Model Detail #2 ............................................................................ 19
Game Characters ............................................................................................. 20
Overview .................................................................................................... 20
Body Motion ............................................................................................... 20
Attack Moves.............................................................................................. 20
CONFIDENTIAL
PAGE
3/3/2016
3
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Defensive Moves ....................................................................................... 20
Creating a Character ................................................................................. 20
User Interface ................................................................................................... 21
Overview .................................................................................................... 21
Main Menu Screen: ................................................................................... 21
New Player Menu: ..................................... Error! Bookmark not defined.
Load Player Menu:..................................... Error! Bookmark not defined.
Arena Selection:......................................................................................... 21
Options Menu:............................................................................................ 21
Weapons ........................................................................................................... 23
Overview .................................................................................................... 23
Musical Scores and Sound Effects ................................................................. 24
Overview .................................................................................................... 24
3D Sound ................................................................................................... 24
Sound Inventory......................................................................................... 24
Single-Player Game ......................................................................................... 25
Overview .................................................................................................... 25
Single Player Game Detail #1 ................................................................... 25
Single Player Game Detail #2 ................................................................... 25
Victory Conditions ...................................................................................... 25
Multiplayer Game ............................................................................................. 26
Overview .................................................................................................... 26
Max Players ............................................................................................... 26
Servers ....................................................................................................... 26
Customization ............................................................................................ 26
Internet ....................................................................................................... 26
Gaming Sites.............................................................................................. 26
CONFIDENTIAL
PAGE
3/3/2016
4
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Persistence................................................................................................. 26
Saving and Loading ................................................................................... 26
Character Rendering ........................................................................................ 27
Overview .................................................................................................... 27
Character Rendering Detail #1 ................................................................. 27
Character Rendering Detail #2 ................................................................. 27
World Editing ..................................................................................................... 28
Overview .................................................................................................... 28
World Editing Detail #1 .............................................................................. 28
World Editing Detail #2 .............................................................................. 28
Other Points ...................................................................................................... 29
Team Assignments .................................................................................... 29
Challenges: ................................................................................................ 29
Links .................................................................................................................. 30
“Objects Appendix” ........................................................................................... 30
“User Interface Appendix” ................................................................................ 30
“Networking Appendix” ..................................................................................... 30
“Character Rendering and Animation Appendix” ........................................... 30
“Story Appendix” ............................................................................................... 30
CONFIDENTIAL
PAGE
3/3/2016
5
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Design History
.
Version 0.01
This is the first draft of this document. I shall try to outline the game design, philosophy, control,
animation, graphics, physics, etc.
1. Everyone needs to update their sections
Version 0.02
1. Draft for Timebox 1.
2. Updates for design section, team responsibilities
3. General correction, grammar and orthography changes
Version 0.03
1. Draft for Timebox 2.
2. Added some information about motion capture.
3. Took out things we know we don’t have time to do.
CONFIDENTIAL
PAGE
3/3/2016
6
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Game Overview
Philosophy
Game genre
This game is a modification of arcade style 2 person fighters, except that one person is a
computer controlled bot. The player controls the fighter from a first-person perspective. Also this
game is about sword fighting and casting spells on your opponents. You try to work your way up a
Samurai hierarchy to become the Shogun, by killing other samurai warriors. Lots of blood and
gore.
Why ?
This game is designed to test our game design mettle, and flex our graphics muscle. We will
try out the following concepts in game design: advanced graphics, animation, physics, AI, game
control, etc.
Mantra: Proof of Concept
We are restricted by content and time. We need to do the best possible given the facts that
we have restricted access to content and that we have to get something (impressive) done by the
end of the quarter. We don’t plan to go overboard in terms of content and story-board. Rather we
want a proof of concept game, wherein we can try out the different aspects of game design.
Common Questions
What is the game?
The game is going to be a sword fighting game where you have samurai warriors (one
computer controlled, the other human controlled) match up against each other, with the additional
ability to cast spells on each other. They will fight in closed full 3D arenas, where they have 2
degrees of freedom of motion (restricted to fight on the ground plane – no crouching tiger hidden
dragon nonsense). Each samurai warrior will have different skills and spells, but the only weapons
are swords. This will be a first person game from the point of view of the human controlled avatar.
However the option of switching to third person view point will also be implemented.
Why create this game?
To experiment with game-design concepts from the technical standpoint, without getting bogged
down by issues of story-board, content-creation, etc. Hence something simple, yet playable,
which allows us to test all aspects
Where does the game take place?
CONFIDENTIAL
PAGE
3/3/2016
7
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
The game takes place in arenas of finite size. For now, we envision 2 arenas, - one a closed
dark environment (like a palace or a monastery or a cave), and the other is an open environment
(like an island surrounded by water ).
What do I control?
The player controls a sword-fighting avatar. Character is able to walk (backward forward
sideways), jump, run, crouch, attack (6 types), defend, and cast spells, and throw projectiles.
How many characters do I control?
One
What is the main focus?
You are going to fight against a succession of increasingly sophisticated and intelligent
opponents to become Shogun of medieval Japan.
What’s different?
Nothing.
CONFIDENTIAL
PAGE
3/3/2016
8
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Feature Set
General Features





Multiple arenas.
Increasingly sophisticated and intelligent opponents
Maybe multiple types of weapons
o naginatas,
o katanas,
o wakizashi,
o projectile weapons like shurikens, bazookas, rpgs
Magic (as you defeat opponents you gain more magical ability). Also different types of warriors have
different types of spells. (e.g. fireballs, healing, freezing)
Magic and projectiles are interchangeable (e.g. some characters are warriors who throw projectiles, some
are wizards or monks who cast spells, etc)
Multiplayer Features
Not for now (NFN).
Editor
NFN
Game Design Focus

Good graphics

Nice controls, good interactivity and responsiveness, maybe force-feedback,

Decent range of move and motions.

Good and realistic animation,

Sexy 3D sound and music

Particle effects like blood, flying body parts, fireballs, explosions, breaking objects

Realistic physics like collisions, momentum, recoil.

AI in the computer controlled opponents.
CONFIDENTIAL
PAGE
3/3/2016
9
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
The Game World
Overview
The arenas should have finite extent (boundaries). Something special in each arena.
Arena #1






Indoors
Dark and gloomy environment
Like a cave or a palace etc
Good place to experiment with cool lighting and shadow effect (like a swinging chandelier or a
flickering torch)
3d sound effects (like echoes, vibrato, etc)
Fog effects
Arena #2




Outdoors
Like an island surrounded by water
Good place to experiment with effects like water, god rays
Simple lighting and sound
The Physical World
Overview
The game is based on loosely on Earth-like physics. We will try to obey the laws of physics to a
plausible degree. However certain implausible physics will also be permitted (e.g. high than
normal jumps, etc)
Key Locations
Players can move around on a 2D surface (which is embedded in 3D) – maybe height
differences along the ground plane. Maybe some elevated platforms on which players can ascend
to wage mortal combat from. Maybe some ditches/trenches etc into which player fall and loose
points.
Mobility
Walk, run and jump (to elevated locations)
CONFIDENTIAL
PAGE
3/3/2016
10
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Scale
This is a first person point of view. Scale is not an issue. The opponent avatar size depends on his
distance from the player. We will try to keep the whole opponent avatar within the viewport at all
times.
Objects






Opponent avatars
Weapons
Projectiles
May have stuff like health-packs, magic-packs, invincibility packs) etc lying around the
place (that appear and disappear)
Arena objects, like boxes, crates, walls, trees, etc
Lights (like torches, etc)
Time




Real Time
Game will be round-based – i.e. finite duration rounds.
At the end of the round, the person with least body damage wins
Rendering System
Overview
We will use Ogre3D as our rendering system. We may add our own plugins and shaders as
necessary.
2D/3D Rendering
Ogre3D for rendering and graphics control
Camera
Overview
First person viewpoint from the pov of the human controlled avatar.
A third-person point of view also.
First person camera
From the point of view of the human-controlled avatar. Located where his eyes would
normally be.
Third person camera
TBD. But roughly, should try to give a side-on view of both opponents, along with ensuring
that both occupy maximum screen area.
CONFIDENTIAL
PAGE
3/3/2016
11
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Game Engine
Overview
We will be building our own game engine. We will also have an AI engine and physics engine
integrated into our game engine. We will use off-the-shelf components for this.
Game States
CONFIDENTIAL
PAGE
3/3/2016
12
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
CONFIDENTIAL
PAGE
3/3/2016
13
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
CONFIDENTIAL
PAGE
3/3/2016
14
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
CONFIDENTIAL
PAGE
3/3/2016
15
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Game Engine Design

CONFIDENTIAL
Figure 1: Game Component Diagram
PAGE
3/3/2016
16
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!

CONFIDENTIAL
Figure 2: Collaboration Diagram
PAGE
3/3/2016
17
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!

Figure 3: Fight Component design
Physics
Our game engine must have very good physics ability - it is crucial for good game play.
Essentially for physics we want:
 Accurate collision detection – because in a combat game, detecting collisions is all
important.
 Gravity effects – like speed of jump, falling from an elevated location to a lower location,
etc
CONFIDENTIAL
PAGE
3/3/2016
18
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!





Momentum effects
Attack and defence Recoil effects.
Maybe we would also control particle effects like blood splatter etc thru the physics
engine
Simulation of weapon wear and shatter
Interaction with world objects (like hitting a wall may break the rock and your blade).
We will use either ODE or Newton Game Physics to do the simulation for us.
Lighting Models
Overview
Using Ogre for shadow effects.
Lighting Model Detail #1
NFN
Lighting Model Detail #2
NFN
CONFIDENTIAL
PAGE
3/3/2016
19
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Game Characters
Overview




Sword wielding ninjas or samurais.
May have different characteristics like strength vs speed.
Also the type of weapon may differ.
However all weapons will be used in the same fashion – 6 attack strokes, 4 defense strokes.
Body Motion








Run
Walk
Jump
Turn (left right)
Side step (left right)
Running jumps
Sideway swaying motions (for feints and defensive moves) (optional)
Hoedown
Attack Moves





High strike from left/right
Low strike from left/right
Thrusting attack (with momentum it becomes a lunge attack)
Top strike
Magic spell
Defensive Moves


Left/right roundhouse parry
Top defensive maneuver.
Creating a Character

Choose from several models, all with the same animations.
CONFIDENTIAL
PAGE
3/3/2016
20
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
User Interface
Overview
There are user interface screens
Main Menu Screen:
It has the following widgets:
1. Single Player
2. Multiplayer (NFN)
3. Options
4. Credits
5. Quit
Arena Selection:
1. Select fight arena
a. Island Arena
b. Dojo Arena
Options Menu:
1. Keyboard Mapping
2. Graphics Options
a. OpenGL/DirectX rendering
b. Hardware acceleration
c. Resolution
d. Anti-aliasing
e. Filtering
3. Volume Settings
a. Music Volume Level
b. Sound Effects Volume Level
4. Misc Options
CONFIDENTIAL
PAGE
3/3/2016
21
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
CONFIDENTIAL
PAGE
3/3/2016
22
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Weapons
Overview
Japanese samurai weapons from the Edo period. Just to be quirky we could incude lightsabers and bazookas too. Each character wields only one type of weapon – cannot change this
during gameplay. Also only restricted set of motions with the weapons – no complex combinations
etc.
Weapons:
 Naginatas
 Katanas
 Wakizashi
 projectile weapons like shurikens, bazookas, rpgs
Caveat: This is what we would like to have. However, it all depends on what models we can get
our hands on.
CONFIDENTIAL
PAGE
3/3/2016
23
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Musical Scores and Sound Effects
Overview
There will be a back-ground score (hoedown music) – to set the tone. Then there will be liveaction sound – like sword clashes, footsteps, grunts, injuries, victory cheer, etc.
3D Sound
We use FMOD to provide 3D positional sound effects. There is a sound manager designed for
Ogre using FMOD, which we will be using.
Sound Inventory
Sword clash sound.
Grunt
Scream
Sword hitting rock
Wind blowing
Birds
Ocean surf
CONFIDENTIAL
PAGE
3/3/2016
24
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Single-Player Game
Overview
We will have player profiles that will be stored on persistent media. You can use these profiles to
continue a bout later.
Single Player Game Detail #1
A new player will select single player, then choose from a certain number what fighter they want to
be. Then they will choose which arena to fight in. The fight will ensue, and one must die.
Single Player Game Detail #2
NFN
Victory Conditions
Player wins until he has defeated opponents at all levels (approx 10) and is crowned shogun.
CONFIDENTIAL
PAGE
3/3/2016
25
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Multiplayer Game
Overview
Not for now. However we could use this to explore networking.
Max Players
Servers
Customization
Internet
Gaming Sites
Persistence
Saving and Loading
.
CONFIDENTIAL
PAGE
3/3/2016
26
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Character Rendering
Overview
Right now this is done by Ogre3d. This is currently the biggest challenge we face. We don’t have
enough character models, animations.
Character Rendering Detail #1
Some models were found that could be used. Many are just the ninja model from the Ogre
examples, just different colors. Ninjas. Whoa. There is a machine-alien fighter and a girl model.
Character Rendering Detail #2
For the animation, we went to the Motion Capture studio at ACCAD and performed our own
motion capture for our game. About 30 different motions were recorded in one morning. The
motion themselves were performed by a trained professional, so they are of impeccable quality.
Eventually they will be mapped to our fighter models. Motion blending has to be done in order for
the fighters to move in the most natural way.
CONFIDENTIAL
PAGE
3/3/2016
27
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
World Editing
Overview
NFN
World Editing Detail #1
World Editing Detail #2
CONFIDENTIAL
PAGE
3/3/2016
28
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Other Points
Team Assignments
We have 5 members in the team. This is a tentative (and fluid) assignment of responsibilities:
 Boonth: Outdoor arena generation + game IO
 Okan: Game menus, main framework + AI
 Youding: Character animation and physics.
 Brink : Sound + Indoor arena
 Firdaus: Game design, main framework, interfacing, integration and physics
Challenges:


Animation has been recorded, but will take much time to integrate it.
Time! We are going to be extremely hard pressed to achieve all that we want, and also
manage our other classes and research. Something’s gotta give !
CONFIDENTIAL
PAGE
3/3/2016
29
COPYRIGHT (C) 2006 TEAM ΞPSILON GAMES – ALL RIGHTS RESERVED – SAMURAI HOEDOWN!
Links

Samurai Hoedown development Wiki: http://wikihost.org/wikis/epsilon/
“Objects Appendix”
“User Interface Appendix”
“Networking Appendix”
“Character Rendering and Animation Appendix”
“Story Appendix”
CONFIDENTIAL
PAGE
3/3/2016
30